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RE: FITE opinions
Posted: Fri Jan 29, 2010 4:39 pm
by golden delicious
ORIGINAL: Curtis Lemay
Guns do run out of ammo and vehicles do run out of gas in TOAW. It happens when the unit is "Unsupplied" and the gun or vehicle is eliminated by that condition.
Huh. So an artillery unit which is cut off and fires for ten rounds at 1% supply will disappear ten times faster than the same unit firing for just one round?
Anyway, don't bother responding. We know how this argument goes.
RE: FITE opinions
Posted: Fri Jan 29, 2010 4:43 pm
by dicke bertha
ORIGINAL: Curtis Lemay
ORIGINAL: dicke bertha
I think it would be better if the scenario auto-generation wish were to be added to it, or at least measures taken to effect issues mentioned by golden delicious in posts 57 and 60 in this thread.
I don't see anything else in those posts. Be specific about what you want.
OK let's see. The wish list wants to restore ACOW's capability. Golden delicious said in post 57:
One needs to edit the calendar, the to-from turns in the replacement schedule, the arrival turns of units and the activation turns of events.
Now I'd like to have it auto-generated, by-passing ACOW's requirements for manual editing. That extra automation I'd like to see in the wish list. Cannot be more specific than that, or do you want me to provide the coding?
RE: FITE opinions
Posted: Fri Jan 29, 2010 4:46 pm
by dicke bertha
Yes I understand you'd personally be satisfied with a change according to the wish list, I'd want a little more though, see previous post.
RE: FITE opinions
Posted: Fri Jan 29, 2010 4:49 pm
by dicke bertha
And Curtis I won't go into the supply issues with you, I do not agree at all with you, I think you are very wrong, but it's a discussion you and Colin, GD etc have had many times, and I have nothing new to add.
RE: FITE opinions
Posted: Fri Jan 29, 2010 7:45 pm
by Panama
ORIGINAL: Curtis Lemay
Fixing supply is going to take many, many updates. It's a non-trivial issue. 3.4 takes a first step only.
Having said that, most of the above is a misconception about what the unit supply numbers mean. A unit at 1% supply is not "out of supply". Guns do run out of ammo and vehicles do run out of gas in TOAW. It happens when the unit is "Unsupplied" and the gun or vehicle is eliminated by that condition.
No, guns do not run out of ammo. An unsupplied unit may attack indefinately. And vehicles do not run out of gas. An unsupplied unit may move indefinately. Getting
BLOWED UP does not constitute a supply condition. [8|]
RE: FITE opinions
Posted: Fri Jan 29, 2010 8:50 pm
by ColinWright
Right now, I am watching a pretty good Turkish retelling of the Graeco-Turkish War of 1920-22.
The pivotal battle -- and I'm not basing this solely on the TV show -- revolved around a larger and better-equipped Greek army trying to break the Turks in front of Ankara. One key factor crippling the Greeks was their inability to bring up anything like a sufficient quantity of artillery ammunition.
Their infantry -- like all infantry -- had relatively modest munitions requirements, and was still effective even in straightened circumstances. But an artillery piece needs hundreds -- thousands -- of pounds of ordnance a day. Absent that, it's just an involved machine tool without any useful purpose.
The Greeks ran afoul of this. I wish we could get Curtis to accept it.
RE: FITE opinions
Posted: Sat Jan 30, 2010 12:07 am
by Telumar
ORIGINAL: ColinWright
It's nice to see one's point so promptly illustrated. We can't make progress on the supply issue, because among other things, Curtis won't admit:
1. That supply for tanks, other vehicles, and artillery has a different dynamic than supply for infantry.
2. That supply for defensive purposes is a different matter than supply for offensive purposes.
3. That supply is volume-based. That is to say, the Germans could supply two divisions in North Africa well, or five badly. They couldn't supply five divisions as well as they could supply two.
4. That in fact there is anything wrong with the current system at all.
I must agree with you, Colin... (just one more voice from the toaw community)
I've silently followed almost all of the discussions in this forum and in others about the subject.
ORIGINAL: Curtis Lemay
Fixing supply is going to take many, many updates. It's a non-trivial issue.
What about one, non-trivial update instead of a dozen little ones? I for instance don't care about alpha channel or tool tips, menue delay etc... and i'm sure i'm not the only one here. But you may be the wrong adress here.
RE: FITE opinions
Posted: Sat Jan 30, 2010 1:37 am
by ColinWright
ORIGINAL: Telumar
What about one, non-trivial update instead of a dozen little ones? I for instance don't care about alpha channel or tool tips, menue delay etc... and i'm sure i'm not the only one here. But you may be the wrong adress here.
To be fair, I'm sure addressing the supply issue isn't like adjusting the ability of AA to shoot down planes -- it would require some fairly extensive programming.
What frustrates me isn't that the changes haven't happened -- maybe they can't. It's the obstinate, unreasoning insistence that they wouldn't be desirable in the first place. This continual 'all is for best in this best of all possible worlds' schtick really gets on my nerves -- and of course, it pretty much rules out any real progress. Why make any changes when everything is just fine?
RE: FITE opinions
Posted: Sat Jan 30, 2010 8:15 pm
by Curtis Lemay
ORIGINAL: ColinWright
It's nice to see one's point so promptly illustrated. We can't make progress on the supply issue, because among other things, Curtis won't admit:
1. That supply for tanks, other vehicles, and artillery has a different dynamic than supply for infantry.
Quartermasters don't deliver a pound of bullets, a pound of gas, and a pound of shells. That would be idiotic. They schedule supply shipments according to demands. Most of the tonage will be shells, then fuel, then, finally, bullets - all in proportion to needs. There may be special cases where that's not the case, but they would be the exception. And adding facility to handle that exception to TOAW would be a waste.
2. That supply for defensive purposes is a different matter than supply for offensive purposes.
What is your point here?
3. That supply is volume-based. That is to say, the Germans could supply two divisions in North Africa well, or five badly. They couldn't supply five divisions as well as they could supply two.
That was never my position. But it involves nuance, so, no doubt, you missed it. What I said was, only a select few topics would warrant a system to handle this. Most topics don't need it. It was all about priority. And I was right.
4. That in fact there is anything wrong with the current system at all.
If you're attributing that to me it's a bald-faced lie. I probably want more revisions to supply than anyone else around. I'm trying to wheedle Ralph into adding a supply enhancement to 3.5 now.
What I said in my post was exactly correct. It
is going to take many many revisions to get all the supply changes we want. 3.4 has taken nearly three years to finish. A huge chunk of that was addressing supply issues. But there is still so far to go.
And there
is a general misconception that the unit supply number equates to the size of the unit's supply stockpile on hand. It can't be. If it were, then the unit would retain full combat strength regardless of its unit supply level - until it reached the bottom - where it would then be reduced to zero combat strength. It doesn't. Combat strength drops as supply is consumed. That equates to less ammo being expended per round. This is a realistic feature. It's called "fire discipline". The higher the prof, the more the unit has of it.
And this produces realistic results. Real units don't blow off all their supply oblivious to how much they have left. Fire discipline allows them to retain significant combat strength as stocks run low. Furthermore, it also models Diminishing Returns. Initial large expenditures don't produce a linearly greater combat strength than later, more disciplined rates. Otherwise, we would have the situation where the Waffen SS fights for a single player turn - all the way to zero combat strength - and then are wiped out by grandmothers with brooms in the following enemy player turn. Real combat units are far more resilient than that.
The 1% unit supply level is not an "out of supply" condition. It is a condition where the unit is assumed to be expending supply at the same rate it is receiving it - if "supplied". It still has a significant buffer stockpile to address some variation in that.
Now, one issue is that there may be some cases where the hex supply level is so low that that assumption is not warranted (the "infinite supplyline issue). That's why I want a third supply state - one that would be inbetween "supplied" and "unsupplied". See item 5.9 in the Wishlist.
RE: FITE opinions
Posted: Sat Jan 30, 2010 8:19 pm
by Curtis Lemay
ORIGINAL: golden delicious
Huh. So an artillery unit which is cut off and fires for ten rounds at 1% supply will disappear ten times faster than the same unit firing for just one round?
It's an abstraction, and you've just given an extreme case. Clearly, if they started at 100% supply, the one firing ten times would disappear much faster. Regardless, at 1% they're both going to be disappearing fast. Being unsupplied in TOAW is a bitch.
RE: FITE opinions
Posted: Sat Jan 30, 2010 8:23 pm
by Curtis Lemay
ORIGINAL: Panama
No, guns do not run out of ammo. An unsupplied unit may attack indefinately. And vehicles do not run out of gas. An unsupplied unit may move indefinately. Getting BLOWED UP does not constitute a supply condition. [8|]
That unsupplied unit is going to wither away - and the more it moves and fires the faster it will do so - just because it lacks supply communications.
Furthermore, even units that are "supplied" have to stop and wait for gas. That's reflected in their lower movement allowances (reduced duty cycle).
RE: FITE opinions
Posted: Sat Jan 30, 2010 8:39 pm
by ColinWright
ORIGINAL: Curtis Lemay
ORIGINAL: golden delicious
Huh. So an artillery unit which is cut off and fires for ten rounds at 1% supply will disappear ten times faster than the same unit firing for just one round?
It's an abstraction, and you've just given an extreme case. Clearly, if they started at 100% supply, the one firing ten times would disappear much faster. Regardless, at 1% they're both going to be disappearing fast. Being unsupplied in TOAW is a bitch.
But being at 1% supply lets you keep banging away. As long as your enemy's red-light too, it works just fine. Moving this over to the thread it should be on...
RE: FITE opinions
Posted: Sat Jan 30, 2010 8:53 pm
by Raver508
Just reverting back the topic of this thread for a moment.
I'm up to turn 5 of a new game as the Soviets, playing Buzz's mod, and it does look very much to me like there are balance issues here. I have been more or less able to form a continuous line encompassing the historic stalin line going north through Smolensk, without too many problems at all. What's worse is that the units forming the line are all in very good readiness and supply shape. It seems to me that at the least the soviet units and especially reinforcement units should come onto the map in much worse state in terms of supply. Might be an idea to increase the number of negative shock turns for the soviets too, to try and simulate the general breakdown of order.
RE: FITE opinions
Posted: Sat Jan 30, 2010 9:01 pm
by ColinWright
ORIGINAL: Raver508
Just reverting back the topic of this thread for a moment.
I'm up to turn 5 of a new game as the Soviets, playing Buzz's mod, and it does look very much to me like there are balance issues here. I have been more or less able to form a continuous line encompassing the historic stalin line going north through Smolensk, without too many problems at all. What's worse is that the units forming the line are all in very good readiness and supply shape. It seems to me that at the least the soviet units and especially reinforcement units should come onto the map in much worse state in terms of supply. Might be an idea to increase the number of negative shock turns for the soviets too, to try and simulate the general breakdown of order.
Glantz,
Stumbling Colossus,, has a lot of very useful material on the average state of Red Army units upon mobilization in 1941. They often bore no resemblance at all to the strength they were supposed to have on paper. Infantry 'divisions' with three thousand riflemen and nothing else, artillery with no means of moving their guns whatsoever, etc.
RE: FITE opinions
Posted: Sun Jan 31, 2010 3:01 pm
by Panama
ORIGINAL: Raver508
Just reverting back the topic of this thread for a moment.
I'm up to turn 5 of a new game as the Soviets, playing Buzz's mod, and it does look very much to me like there are balance issues here. I have been more or less able to form a continuous line encompassing the historic stalin line going north through Smolensk, without too many problems at all. What's worse is that the units forming the line are all in very good readiness and supply shape. It seems to me that at the least the soviet units and especially reinforcement units should come onto the map in much worse state in terms of supply. Might be an idea to increase the number of negative shock turns for the soviets too, to try and simulate the general breakdown of order.
The Soviets should have a reduced supply rate for several turns at the beginning of the scenario. Alot of logistics got shot off the roads by the Luftwaffe that simple game interdiction doesn't do justice to. There wasn't alot of organized logistics and many of the units
ran out of ammo and fuel (read SUPPLY) and had to abandon their heavy weapons and vehicles in the first day or so. The Soviets admitted to losing 20,500 tanks in 1941. Most to breakdowns (the number is 14,000 to 15,000). Breakdowns would include, besides the obvious, out of fuel, out of ammo and crews abandoning perfectly servicable vehicles because they panicked under fire.
Also, many of the cities where reservists were to muster were over run in the early days. There was a four to eight day window where the forward divisions were to be brought up to strength. This was obviously trashed very early on. So much went wrong because of several factors, self inflicted and produced by the onslaught, that the Soviet army was, well, a mess.
I would take away much of the infantry's mobility and reduce Soviet supply until early to mid July.
Those infantry units starting the game on the map that had been in the Winter War and whose divisional commander had not been killed in Stalin's purge should start as Veteran but short on supplies and understrength (with a few exceptions). Any others should have low proficiency since Stalin had ordered killed 136 of 199 divisional commanders, 221 of 397 brigade commanders and 50% of all regimental officers (O. F. Suvenirov, "Vsearmeiskaia tragediia" [An army wide tragedy]).
Those that come from the Far East as reinforcements should be brought on as Veteran and of much higher proficiency. This theater was somewhat spared from the purges and had conducted successful campaigns against the Japanese.
Cavalry should have higher proficiencies since they were virtually untouched by the purge (Stalin had alot of cavalry cronies being an ex cavalry man himself). Still, supply wise they were no better off.
But I digress. [;)]
The trick is to cripple the Soviets as they were historically yet no so much that the German's have a free hand at over running the whole of the Soviet Union. This is where the TOAW supply 'engine' falls flat on it's face. IMO.
RE: FITE opinions
Posted: Mon Feb 01, 2010 5:29 am
by Raver508
Some good thoughts there I think - certainly on reducing mobility in the early war. That would be another way of preventing the "fall back and form a continuous line behind the super rivers" approach. Surely there is more than can be done to improve this scenario before the limits of the TOAW engine are reached though?
RE: FITE opinions
Posted: Mon Feb 01, 2010 5:30 am
by Raver508
Another question are there are any of the original designers still working on Fire in the East, or is anyone else out there doing some tinkering? Seems to me that there is still a fair bit of interest in this game, but a number of people put off by balance issues.
RE: FITE opinions
Posted: Tue Mar 30, 2010 1:22 am
by morleron1225
ORIGINAL: Panama
ORIGINAL: ColinWright
If you want to 'repeat history' why bother playing at all? The idea is to NOT repeat history if it will result in defeat. [;)]
One of the problems the Soviet had early on was one of training. That is to say, they had drilled offensive operations into their army. Very little attention was paid to defensive operations. So you ended up with things like AT guns placed at even intervals by the book with no regard to terrain or avenues of advance. The first period of the war (22 June 1941 to November 1942) was one of on the job training.
This offensive doctrine was evident in their strategic planning. They had intended to go on a general offensive upon being invaded. This was played out time and again with the results being what we have seen in the history books.
I don't see any way to force the Soviet player to attack. You can force him to defend areas or face defeat by losing too much turf too early. And if the Soviet units are deployed in the sorry state they were actually in then the outcome 'should' be different than what you see in FiTE. HOWEVER, big however, at the same time you have to do something about the Axis running rampant with no supply. Tanks should run out of gas in the red. Artillery should run out of ammo in the red. Trucks should roll to a halt. Unless you can model both sides in the way things would actually happen all will be for naught.
There was another reason that the Russians fought amateurishly in 1941. It has to do with the power of the unit political commissars to control or influence operations. A Soviet commander who failed to "fight by the book" was apt to end up in trouble for being some sort of "counter-revolutionary" and if he lost a fight while doing this he was practically certain to end up standing in front of a wall somewhere. I've always felt that, in some ways, Hitler's "Commissar Order" helped the Russians by killing off a lot of the political officers and temporarily reducing their effect on the Red Army - no proof, just a gut feeling.
I agree with much of what Panama had to say about equipment shortages for the Red Army, particularly in 1941. As to how to address these in FiTE, I'm not sure, short of going through every Soviet unit and individually adjusting the current equipment to reflect the shortages. I do agree with those who advocate making it more "expensive" for the Soviet player to simply abandon all of the territory the Soviets typically give up in a game. I suppose one way to partially offset that would be to allow the Axis player to not abuse the civilian population - thus greatly cutting down on the numbers of partisan units available to disrupt the already tenuous Axis supply lines.
I haven't read through this whole discussion yet, but if a group is forming to make mods to FiTE to better reflect the historical situation I'd be willing to participate as a playtester/debugger or whatever role might be needed.
For those of you who haven't yet read them I highly recommend checking out the recent work that David Glantz has done based on recently opened Russian archives. His writing is a bit dry, but he is making available a wealth of information that was not previously available to Western researchers. I've read his book on the Battle of Kursk - in which it becomes clear that the Germans came a lot closer to victory than has been generally recognized. Not that it would have done them any good in the long run - though Stalin may have been more open to a negotiated peace if the Red Army had taken a drubbing at Kursk. I'm currently working my way through the first volume of his Stalingrad campaign trilogy - which is very detailed and, again, shows that the Soviets were not in great shape during the summer of 1942. I expect that he'll end up showing that the counter-attack at Stalingrad was more of a shoestring operation than is known in the West and could have very well ended up suffering the same fate as Operation Mars did. Glantz has a lot of facts and lays them all out, but I do wish he'd learn how to "tell a story" while doing so. Just my opinion - YMMV.
Anyway, from what I've read so far it seems obvious that all of us like FiTE a lot. The question seems to be: how do we take FiTE as the base and modify it enough to be both more historically correct while also improving play balance? That said, has anyone contacted the team that put FiTE together in the form that we know and love it? Are they working on any mods themselves? Do they have any problems with another group building off of their base? Would they be willing to work with us to improve the scenario? It seems to me that the original group recognized (recognizes) that there are short-comings in their implementation - which is why they've put out several versions over the years.
FWIW, I think we need to focus on what we can change about the scenario - not worry about aspects of the TOAW game engine that we can't really do anything about, other than trying to minimize their effects.
Here's hoping I haven't stepped on too many toes,
Ron
RE: FITE opinions
Posted: Tue Mar 30, 2010 1:56 am
by morleron1225
ORIGINAL: Olorin
I am with Panama. The Soviet OOB is ridiculously unrealistic.
- Just take a look at the starting oob and you will find divisions near the front that didn't even exist until much later. They sit ON the path where the Germans will advance, fortified.
- And the ones that did exist are also fortified and in good health, even nkvd units.
- The Mech Corps in Fite is a very powerful formation, whereas in reality it lacked mobility, leadership, supply and training.
So the German player has to fight a much larger and stronger Soviet West Front than was the case historically. And that's only in 41, which is supposed to be the easiest year to depict. Later we've got other problems, I don't need to repeat them, Panama has done it already.
A good first step would be to incorporate Daniel McBride's OOB for 1941 from DNO, which is almost 100% correct, and build on that.
I agree, the Soviet OOB does seem inflated both in numbers and in capability. IIRC, the Soviets were in the process of disbanding their Mechanized Corps and reorganizing the men and equipment into true "all arms" formations, based loosely on the German panzer divisions, when the Germans embarked on their little vacation trip. From what Guderian wrote in his memoirs the Soviet Mech Corps were unwieldy and the command structure did not lend itself to rapid reaction - both factors which prompted the Soviets to pull them out and reorganize them as quickly as they could. The Soviets also suffered from having far too many different kinds of tanks - all with different capabilities and not really trained to work together - problems which they corrected (at least organizationally) by 1942 after the Germans relieved them of most of their useless T-28s, etc. in the 1941 encirclement battles. Somewhere I have a picture of the main highway between Moscow and Smolensk which looked a lot like the highway north of Kuwait City when the Iraqis tried to evacuate during Desert Storm - miles of abandoned and destroyed vehicles.
Is it possible to still get McBride's DNO scenario. He's withdrawn it from the "Rugged Defense" site and I've been unable to find it elsewhere. How big a job would it be to graft his initial OOB onto FiTE? Also, is there a definitive source for Red Army OOB information over the course of the war?
RE: FITE opinions
Posted: Tue Mar 30, 2010 3:06 am
by morleron1225
ORIGINAL: Panama
ORIGINAL: dicke bertha
While certainly many changes were built into T3, I am not sure they adressed the - in my view - most important issues with the game, e.g. supply.
From what I understand, supply is being addressed in the upcoming patch
After reading Ralph's blogs it is my understanding that the ability for a unit to receive supply is being modified. However, I don't see anything about what happens when a unit's supply is reduced to the point where it has used up what it has. They can still move almost as if there were an eternal motion engine in all vehicles.
In the real world tanks and other vehicles actually
DID run out of gas. Guns actually
DID run out of ammo. [X(]
In TOAW bullets and shells and fuel are manufactured on the spot by the units. This is one of the most glaring problems with the game. I really don't understand why it's not addressed.
Someone please correct me if I'm wrong about any of this. (except the science fiction parts. [:D])
Hey, the somewhat reduced combat effectiveness of the OOS units is reflective of their switch over to muzzle-loaders, home-made blackpowder, and hand cast bullets. The vehicles run on the WWII equivalent of bio-diesel. [;)] Seriously though, I do agree with you that the supply simulation needs some serious work. At least, according to Ralph's blog, there will be a supply re-evaluation between each player turn. That in itself should be a big help and enemy units will only need to be surrounded for half a turn in order to interrupt their supply. I also seem to recall Ralph mentioning that OOS units will be more drastically affected once their supply really runs out.
One thing that needs to be kept in mind is that in real life it was not unusual for units to over-report fuel consumption so as to get more fuel the next time the tankers came along. Also, vehicle crews became adept at stashing a few jeerycans of fuel against a rainy day. For example, if one went by the official figures Rommel's tanks ran out of fuel half way back to Benghazi after El Alamien, but supply sergeants, etc. had "gamed" their real life supply rules to have enough fuel hidden from the Quartermasters to make it back to Libya. The same sort of thing went on with Patton's 3rd Army romp across France. Yes, he did eventually really run out of gas, but he got further than he should have going strictly by the numbers. A good friend of mine's father was in a TD battalion in the 3rd Army and he used to say that his outfit had a couple of TDs that were always kept out of the fight because they were filled to the brim with "contraband gas". He had a few other stories about the sort of "black market" trading that went on between the supply echelons of various units. That sort of thing might make for an interesting doctoral dissertation if there are any history majors in the audience. [;)]
I guess my point is that it's unlikely that any set of supply rules will be able to mirror reality. However, I think we can do better with TOAW and I hope that Ralph is coming up with something that will be a big step forward from what we have now.
Just to satisfy my own curiosity what supply/hex ownership rules do you folks play with? I've always used "hidden" ownership with the supply chain shown only for occupied and adjacent hexes. I've found that that tends to make folks a bit more cautious in their movements.
Just my $.02,
Ron